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"Official Release" Perfect Darkness
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 PostPosted: Mon Mar 11, 2013 8:19 pm    Post subject: Reply with quote Back to top

Kerr Avon wrote:
SubDrag wrote:
It's the roms fault not the devices! It's misemulation that's why it works.


I have read that this is the case with Super Mario 64; apparently the fact that the modded versions of SM64 work on emulators but not on a real N64 (regardless of which backup device you use to load it) is down to the fact that the mods use an incorrect memory address or something) that emulators overlook as they aren't accurate enough to catch the flaw, but real N64's crash when they encounter the flaw. Apparently MESS's N64 emulator crashes with SM64 mods, as it should, since this is the only N64 emulator written with total accuracy in mind (all of the others use high level emulation to skip over things in the interests of speed).

It's all down the program used to mod SM64, which creates the incorrect code, since it was only tested on emulators, and hasn't been updated to correct this flaw.

Anyway, this patch (and 00dark's similar patch) both cause the real N64 (PAL, with expansion pak, of course) and Everdrive to crash when loading the levels Deep Sea and Crash Site. I don't know if this is down to the Everdrive, or to the fact that there's a difference between the emulated N64 and the real N64, but I'm leaning towards the latter, as to the best of my knowledge, the Everdrive 64 can't produce any difference from loading the same game from cartridge, as as far as the N64 can tell there's no difference at all between reading from a cartridge and reading from the ED64's RAM back that contains the loaded ROM image (and certainly every game I've tried has worked fine, and I've seen no posts about incompatibilities on the two ED64 forums I know of (

http://www.assemblergames.com/forums/forumdisplay.php?110-Everdrive-64

and

http://krikzz.com/forum/index.php?board=4.0).

As I mention below, I tried to get the same behaviour (refusing to load Deep Sea and Crash site) on Project 64, but it didn't crash at all. I thought I'd given MESS N64 a go, as I thought that that would be a better indicator. But no matter what I tried, I could not get the GUI version of MESS to recognise the N64's ROM (the nonsensical (to me, at least) error message was no help), so I tried the command line version. I got Super Mario 64 to work, but when I tried Perfect Dark, it didn't find an expansion pak, and I couldn't find the command line argument to put in an expansion pack, and eventually I gave up, as I wanted to post about the crashes.

If anyone more skilled than me can test this modded version of Perfect Dark with MESS's N64 emulator, then please post here with the results and let us know if the levels Deep Sea and Crash Site load or just hang at a black screen.



The following is a copy + paste of my post in the other thread. Mods, please allow this as I think the information is relevent to both threads.



Thanks for this it's great, although it doesn't work on some levels (on a real PAL N64 + expansion pak + Everdrive 64).

I was using (of course) patch 3, the file "03 All_Solos_in_combat_simulator_and_ALL CHEATS.xdelta", with Perfect Dark v1.1 (U), with no cheats enabled by me. The levels that don't work are;


Crash Site (won't load, the screen just stays black),
Deep Sea (won't load, the screen just stays black),
Area 51 (loads, but crashed mid game),
Carrington Villa (loads, but crashed mid game).


All other levels have been OK, during the short time I've tested them.

I've used the other patch (http://www.goldeneyevault.com/viewfile.php?id=240) and this also refuses to load Crash Site or Deep Sea. There were no crashes in other levels when I tried it (Carrington Villa and Area 51 didn't crash), but I didn't test it for long, so unless that patch is radically different from yours then I'd imagine it would crash on these levels given time.

I tried to replicate the crashes/refusal to load on your build of Project 64, but with no success (or rather, no failure!), as PJ64 loaded up Deep Sea and Crash Site, and didn't crash on any level.

Regarding the problem of PD crashing with Deep Sea, and your problem of making the teleport spots work in multiplayer, how about if you instead only used part of Deep Sea? Say you only use the part of the level up until the first teleport, and don't load the rest of the level into memory at all. Also, don't include the doors (so all doors/doorways are always open). This would take up less of the N64's RAM during gameplay, and might result in the game loading on a real N64, plus would make the game more interesting in that people would spend less time looking for opponents (as they do when a map is too big or long). You could do this with Datadyne Research, too, and others.

Ideally, if you could divide a map up (if the map is large enough to need this, so Chicago Stealth, for example, would stay as one map as it's small enough already), then if you could make both parts available for selection in the Combat Simulator setup menu then that would be fantastic. I.e., instead of 'Deep Sea', you'd have "Deep Sea - first part" and "Deep Sea - second part" as two separately selectable maps. Of course the weapons and ammo pickup placements would need to be re-thought out, but this could be very good, if it's possible.



OOPS: My bad. Just read this. Uuuuummmm walking through several levels it could very well be a sims issue. I know that they can be very glitchy and often times run off into oblivion chasing some damned ghost joanna Wink I can hack out some non-sim versions of these levels if you like. May be the issue.
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 PostPosted: Tue Mar 12, 2013 6:28 am    Post subject: HOLY SPIDERMONKEY :O Reply with quote Back to top

I just realized there are 63 panes of glass in Deep Sea Shocked This might be the cause of your console issues. Levels not designed to handle so much SH*T in multiplayer normally crash on console. I will work on this today Kerr.
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